Class NetickConfig
- Namespace
- Netick
- Assembly
- Netick.dll
Config class for Netick.
public class NetickConfig : ScriptableObject
- Inheritance
-
ObjectScriptableObjectNetickConfig
- Inherited Members
-
ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetInstanceID()Object.GetHashCode()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectOfType<T>()Object.ToString()Object.nameObject.hideFlags
Constructors
NetickConfig()
public NetickConfig()
Fields
AoI
[HideInInspector]
public bool AoI
Field Value
Assemblies
[SerializeField]
public List<string> Assemblies
Field Value
CallRenderInHeadless
[Tooltip("Disable this if you want Netick to not invoke Network Render (and thus not calculate interpolation) callbacks in headless builds.")]
public bool CallRenderInHeadless
Field Value
CellSize
[HideInInspector]
public int CellSize
Field Value
ClientDivisor
[Range(1, 5)]
[SerializeField]
public int ClientDivisor
Field Value
EnableLagCompensation
[Tooltip("Enable this if you want to use the Lag Compensation module.")]
[HideInInspector]
public bool EnableLagCompensation
Field Value
EnableLogging
[Tooltip("Disable this before doing a production build because you don't want Netick to log to the console.")]
public bool EnableLogging
Field Value
InputRedundancy
[Tooltip("This makes Netick pack all unconfirmed inputs (that can be packed in a single packet), thus usually sending duplicate inputs to the server, which is very useful when packet loss occurs because each packet not only has the newest input but also previous potentially-lost inputs. On by default. \n\nWhile programming your game, it's recommended from time to time to disable it and increase the simulated client packet loss (below) to test how robust your Client-Side Prediction logic is.")]
public bool InputRedundancy
Field Value
LAN_DISCOVERY
public const ulong LAN_DISCOVERY = 17392885680301928799
Field Value
LAN_DISCOVERY_RESPONSE
public const ulong LAN_DISCOVERY_RESPONSE = 1251984615806071114
Field Value
LagCompensationDebug
[HideInInspector]
public bool LagCompensationDebug
Field Value
MaxPacketsPerUpdate
[Tooltip("Max number of packets per client that can be sent in a single tick/network simulation step.")]
[SerializeField]
[Range(1, 10)]
public int MaxPacketsPerUpdate
Field Value
MaxPredicatedTicks
[Tooltip("Max number of ticks the client is allowed to predict.")]
[Range(1, 100)]
public int MaxPredicatedTicks
Field Value
PhysicsType
[Tooltip("Type of the physics scene. If you choose None, Netick will not step the simulation. If you want to use Box2D physics (Rigidbody 2D) select Physics 2D. Or if you want to use NVIDIA PhysX (Rigidbody), select 3D Physics.")]
public PhysicsType PhysicsType
Field Value
PredictedClientPhysics
[Tooltip("Enable this if you want to be able to have client-side prediction over Rigidbody objects. \n\nIt's recommended to keep this disabled if you don't have any predictable rigidbody objects in your game, because it comes at a performance hit due to calling the physics system Simulate method several times per tick.")]
[SerializeField]
public bool PredictedClientPhysics
Field Value
RenderInvokeOrder
[Tooltip("Choose the place where Network Render will be invoked. Update means it will be invoked after all Netick NetworkUpdate callbacks, but before any of Unity LateUpdate callbacks. LateUpdate means it will be invoked after all Unity Update callbacks and all Netick NetworkUpdate callbacks. ")]
public NetworkRenderInvokeOrder RenderInvokeOrder
Field Value
ServerDivisor
[Range(1, 5)]
[SerializeField]
public int ServerDivisor
Field Value
SimClientLoss
[Tooltip("Simulated client outward packet loss.")]
[HideInInspector]
public float SimClientLoss
Field Value
SimServerLoss
[Tooltip("Simulated server outward packet loss.")]
[HideInInspector]
public float SimServerLoss
Field Value
TickRate
[HideInInspector]
[Tooltip("Network simulation rate. It's the inverse of TickPeriod (which is the same as UnityEngine.Time.fixedDeltaTime). To change it, go to Project Settings -> Time -> FixedTimestep. Must not be changed at runtime.")]
public float TickRate
Field Value
UseSceneSwitchThread
[HideInInspector]
public bool UseSceneSwitchThread
Field Value
WorldSize
[HideInInspector]
public int WorldSize
Field Value
Properties
GetMaxPlayers
public int GetMaxPlayers { get; }
Property Value
TickPeriod
[Tooltip("Time period between network simulation steps. Same as UnityEngine.Time.fixedDeltaTime")]
public float TickPeriod { get; }
Property Value
Methods
GetTransport()
public NetworkTransport GetTransport()